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Merge pull request #1840 from Unity-Technologies/HDRP/staging

merge Hdrp/staging
/main
GitHub 6 年前
当前提交
eb899d7b
共有 10 个文件被更改,包括 196 次插入182 次删除
  1. 3
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/FrameSettingsUI.cs
  2. 1
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template
  3. 1
      com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template
  4. 2
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/Deferred.compute
  5. 4
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/lightlistbuild.compute
  6. 2
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitBuiltinData.hlsl
  7. 178
      com.unity.render-pipelines.high-definition/HDRP/Material/MaterialUtilities.hlsl
  8. 1
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLitData.hlsl
  9. 177
      com.unity.render-pipelines.high-definition/HDRP/Material/BuiltinUtilities.hlsl
  10. 9
      com.unity.render-pipelines.high-definition/HDRP/Material/BuiltinUtilities.hlsl.meta

3
com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/FrameSettingsUI.cs


EditorGUILayout.PropertyField(p.enableOpaqueObjects, _.GetContent("Enable Opaque Objects"));
EditorGUILayout.PropertyField(p.enableTransparentObjects, _.GetContent("Enable Transparent Objects"));
EditorGUILayout.PropertyField(p.enableMSAA, _.GetContent("Enable MSAA"));
// Hide for now as not supported
//EditorGUILayout.PropertyField(p.enableMSAA, _.GetContent("Enable MSAA"));
}
static void Drawer_FieldStereoEnabled(FrameSettingsUI s, SerializedFrameSettings p, Editor owner)

1
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDPBRPass.template


// used for shaders that don't need lighting
#include "HDRP/Material/Material.hlsl"
#endif
#include "HDRP/Material/BuiltinUtilities.hlsl"
#include "HDRP/Material/MaterialUtilities.hlsl"
// this function assumes the bitangent flip is encoded in tangentWS.w

1
com.unity.render-pipelines.high-definition/HDRP/Editor/ShaderGraph/HDUnlitPassForward.template


// used for shaders that don't need lighting
#include "HDRP/Material/Material.hlsl"
#endif
#include "HDRP/Material/BuiltinUtilities.hlsl"
#include "HDRP/Material/MaterialUtilities.hlsl"
// this function assumes the bitangent flip is encoded in tangentWS.w

2
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/Deferred.compute


BSDFData bsdfData;
BuiltinData builtinData;
DECODE_FROM_GBUFFER(posInput.positionSS, UINT_MAX, bsdfData, builtinData);
DECODE_FROM_GBUFFER(posInput.positionSS, featureFlags, bsdfData, builtinData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);

4
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/lightlistbuild.compute


// Skip density volumes (lights are sorted by category). TODO: improve data locality
if (_LightVolumeData[l].lightCategory == LIGHTCATEGORY_DENSITY_VOLUME) { break; }
const float3 vMi = g_vBoundsBuffer[l];
const float3 vMa = g_vBoundsBuffer[l+g_iNrVisibLights];
const float3 vMi = g_vBoundsBuffer[l].xyz;
const float3 vMa = g_vBoundsBuffer[l+g_iNrVisibLights].xyz;
if( all(vMa>vTileLL) && all(vMi<vTileUR))
{

2
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/LitBuiltinData.hlsl


#include "HDRP/Material/BuiltinUtilities.hlsl"
void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData)
{
// For back lighting we use the oposite vertex normal

178
com.unity.render-pipelines.high-definition/HDRP/Material/MaterialUtilities.hlsl


// Return camera relative probe volume world to object transformation
float4x4 GetProbeVolumeWorldToObject()
{
return ApplyCameraTranslationToInverseMatrix(unity_ProbeVolumeWorldToObject);
}
// In unity we can have a mix of fully baked lightmap (static lightmap) + enlighten realtime lightmap (dynamic lightmap)
// for each case we can have directional lightmap or not.
// Else we have lightprobe for dynamic/moving entity. Either SH9 per object lightprobe or SH4 per pixel per object volume probe
float3 SampleBakedGI(float3 positionRWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap)
{
// If there is no lightmap, it assume lightprobe
#if !defined(LIGHTMAP_ON) && !defined(DYNAMICLIGHTMAP_ON)
// TODO: Confirm with Ionut but it seems that UNITY_LIGHT_PROBE_PROXY_VOLUME is always define for high end and
// unity_ProbeVolumeParams always bind.
if (unity_ProbeVolumeParams.x == 0.0)
{
// TODO: pass a tab of coefficient instead!
real4 SHCoefficients[7];
SHCoefficients[0] = unity_SHAr;
SHCoefficients[1] = unity_SHAg;
SHCoefficients[2] = unity_SHAb;
SHCoefficients[3] = unity_SHBr;
SHCoefficients[4] = unity_SHBg;
SHCoefficients[5] = unity_SHBb;
SHCoefficients[6] = unity_SHC;
return SampleSH9(SHCoefficients, normalWS);
}
else
{
return SampleProbeVolumeSH4(TEXTURE3D_PARAM(unity_ProbeVolumeSH, samplerunity_ProbeVolumeSH), positionRWS, normalWS, GetProbeVolumeWorldToObject(),
unity_ProbeVolumeParams.y, unity_ProbeVolumeParams.z, unity_ProbeVolumeMin, unity_ProbeVolumeSizeInv);
}
#else
float3 bakeDiffuseLighting = float3(0.0, 0.0, 0.0);
#ifdef UNITY_LIGHTMAP_FULL_HDR
bool useRGBMLightmap = false;
float4 decodeInstructions = float4(0.0, 0.0, 0.0, 0.0); // Never used but needed for the interface since it supports gamma lightmaps
#else
bool useRGBMLightmap = true;
#if defined(UNITY_LIGHTMAP_RGBM_ENCODING)
float4 decodeInstructions = float4(34.493242, 2.2, 0.0, 0.0); // range^2.2 = 5^2.2, gamma = 2.2
#else
float4 decodeInstructions = float4(2.0, 2.2, 0.0, 0.0); // range = 2.0^2.2 = 4.59
#endif
#endif
#ifdef LIGHTMAP_ON
#ifdef DIRLIGHTMAP_COMBINED
bakeDiffuseLighting += SampleDirectionalLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap),
TEXTURE2D_PARAM(unity_LightmapInd, samplerunity_Lightmap),
uvStaticLightmap, unity_LightmapST, normalWS, useRGBMLightmap, decodeInstructions);
#else
bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap), uvStaticLightmap, unity_LightmapST, useRGBMLightmap, decodeInstructions);
#endif
#endif
#ifdef DYNAMICLIGHTMAP_ON
#ifdef DIRLIGHTMAP_COMBINED
bakeDiffuseLighting += SampleDirectionalLightmap(TEXTURE2D_PARAM(unity_DynamicLightmap, samplerunity_DynamicLightmap),
TEXTURE2D_PARAM(unity_DynamicDirectionality, samplerunity_DynamicLightmap),
uvDynamicLightmap, unity_DynamicLightmapST, normalWS, false, decodeInstructions);
#else
bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_DynamicLightmap, samplerunity_DynamicLightmap), uvDynamicLightmap, unity_DynamicLightmapST, false, decodeInstructions);
#endif
#endif
return bakeDiffuseLighting;
#endif
}
float4 SampleShadowMask(float3 positionRWS, float2 uvStaticLightmap) // normalWS not use for now
{
#if defined(LIGHTMAP_ON)
float2 uv = uvStaticLightmap * unity_LightmapST.xy + unity_LightmapST.zw;
float4 rawOcclusionMask = SAMPLE_TEXTURE2D(unity_ShadowMask, samplerunity_Lightmap, uv); // Reuse sampler from Lightmap
#else
float4 rawOcclusionMask;
if (unity_ProbeVolumeParams.x == 1.0)
{
rawOcclusionMask = SampleProbeOcclusion(TEXTURE3D_PARAM(unity_ProbeVolumeSH, samplerunity_ProbeVolumeSH), positionRWS, GetProbeVolumeWorldToObject(),
unity_ProbeVolumeParams.y, unity_ProbeVolumeParams.z, unity_ProbeVolumeMin, unity_ProbeVolumeSizeInv);
}
else
{
// Note: Default value when the feature is not enabled is float(1.0, 1.0, 1.0, 1.0) in C++
rawOcclusionMask = unity_ProbesOcclusion;
}
#endif
return rawOcclusionMask;
}
// Calculate velocity in Clip space [-1..1]
float2 CalculateVelocity(float4 positionCS, float4 previousPositionCS)
{
// This test on define is required to remove warning of divide by 0 when initializing empty struct
// TODO: Add forward opaque MRT case...
#if (SHADERPASS == SHADERPASS_VELOCITY)
// Encode velocity
positionCS.xy = positionCS.xy / positionCS.w;
previousPositionCS.xy = previousPositionCS.xy / previousPositionCS.w;
float2 velocity = (positionCS.xy - previousPositionCS.xy);
#if UNITY_UV_STARTS_AT_TOP
velocity.y = -velocity.y;
#endif
return velocity;
#else
return float2(0.0, 0.0);
#endif
}
// For builtinData we want to allow the user to overwrite default GI in the surface shader / shader graph.
// So we perform the following order of operation:
// 1. InitBuiltinData - Init bakeDiffuseLighting and backBakeDiffuseLighting
// 2. User can overwrite these value in the surface shader / shader graph
// 3. PostInitBuiltinData - Handle debug mode + allow the current lighting model to update the data with ModifyBakedDiffuseLighting
// This method initialize BuiltinData usual values and after update of builtinData by the caller must be follow by PostInitBuiltinData
void InitBuiltinData( float alpha, float3 normalWS, float3 backNormalWS, float3 positionRWS, float2 texCoord1, float2 texCoord2,
out BuiltinData builtinData)
{
ZERO_INITIALIZE(BuiltinData, builtinData);
builtinData.opacity = alpha;
// Sample lightmap/lightprobe/volume proxy
builtinData.bakeDiffuseLighting = SampleBakedGI(positionRWS, normalWS, texCoord1, texCoord2);
// We also sample the back lighting in case we have transmission. If not use this will be optimize out by the compiler
// For now simply recall the function with inverted normal, the compiler should be able to optimize the lightmap case to not resample the directional lightmap
// however it may not optimize the lightprobe case due to the proxy volume relying on dynamic if (to verify), not a problem for SH9, but a problem for proxy volume.
// TODO: optimize more this code.
builtinData.backBakeDiffuseLighting = SampleBakedGI(positionRWS, backNormalWS, texCoord1, texCoord2);
#ifdef SHADOWS_SHADOWMASK
float4 shadowMask = SampleShadowMask(positionRWS, texCoord1);
builtinData.shadowMask0 = shadowMask.x;
builtinData.shadowMask1 = shadowMask.y;
builtinData.shadowMask2 = shadowMask.z;
builtinData.shadowMask3 = shadowMask.w;
#endif
// Use uniform directly - The float need to be cast to uint (as unity don't support to set a uint as uniform)
builtinData.renderingLayers = _EnableLightLayers ? asuint(unity_RenderingLayer.x) : DEFAULT_LIGHT_LAYERS;
}
// InitBuiltinData must be call before calling PostInitBuiltinData
void PostInitBuiltinData( float3 V, inout PositionInputs posInput, SurfaceData surfaceData,
inout BuiltinData builtinData)
{
#ifdef DEBUG_DISPLAY
if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER)
{
// The lighting in SH or lightmap is assume to contain bounced light only (i.e no direct lighting),
// and is divide by PI (i.e Lambert is apply), so multiply by PI here to get back the illuminance
builtinData.bakeDiffuseLighting *= PI; // don't take into account backBakeDiffuseLighting
}
else
#endif
{
// Apply control from the indirect lighting volume settings - This is apply here so we don't affect emissive
// color in case of lit deferred for example and avoid material to have to deal with it
builtinData.bakeDiffuseLighting *= _IndirectLightingMultiplier.x;
builtinData.backBakeDiffuseLighting *= _IndirectLightingMultiplier.x;
#ifdef MODIFY_BAKED_DIFFUSE_LIGHTING
ModifyBakedDiffuseLighting(V, posInput, surfaceData, builtinData);
#endif
}
}
// Flipping or mirroring a normal can be done directly on the tangent space. This has the benefit to apply to the whole process either in surface gradient or not.
// This function will modify FragInputs and this is not propagate outside of GetSurfaceAndBuiltinData(). This is ok as tangent space is not use outside of GetSurfaceAndBuiltinData().
void ApplyDoubleSidedFlipOrMirror(inout FragInputs input)

1
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLitData.hlsl


// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "CoreRP/ShaderLibrary/Sampling/SampleUVMapping.hlsl"
#include "HDRP/Material/BuiltinUtilities.hlsl"
#include "HDRP/Material/MaterialUtilities.hlsl"
//-----------------------------------------------------------------------------

177
com.unity.render-pipelines.high-definition/HDRP/Material/BuiltinUtilities.hlsl


// Return camera relative probe volume world to object transformation
float4x4 GetProbeVolumeWorldToObject()
{
return ApplyCameraTranslationToInverseMatrix(unity_ProbeVolumeWorldToObject);
}
// In unity we can have a mix of fully baked lightmap (static lightmap) + enlighten realtime lightmap (dynamic lightmap)
// for each case we can have directional lightmap or not.
// Else we have lightprobe for dynamic/moving entity. Either SH9 per object lightprobe or SH4 per pixel per object volume probe
float3 SampleBakedGI(float3 positionRWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap)
{
// If there is no lightmap, it assume lightprobe
#if !defined(LIGHTMAP_ON) && !defined(DYNAMICLIGHTMAP_ON)
// TODO: Confirm with Ionut but it seems that UNITY_LIGHT_PROBE_PROXY_VOLUME is always define for high end and
// unity_ProbeVolumeParams always bind.
if (unity_ProbeVolumeParams.x == 0.0)
{
// TODO: pass a tab of coefficient instead!
real4 SHCoefficients[7];
SHCoefficients[0] = unity_SHAr;
SHCoefficients[1] = unity_SHAg;
SHCoefficients[2] = unity_SHAb;
SHCoefficients[3] = unity_SHBr;
SHCoefficients[4] = unity_SHBg;
SHCoefficients[5] = unity_SHBb;
SHCoefficients[6] = unity_SHC;
return SampleSH9(SHCoefficients, normalWS);
}
else
{
return SampleProbeVolumeSH4(TEXTURE3D_PARAM(unity_ProbeVolumeSH, samplerunity_ProbeVolumeSH), positionRWS, normalWS, GetProbeVolumeWorldToObject(),
unity_ProbeVolumeParams.y, unity_ProbeVolumeParams.z, unity_ProbeVolumeMin, unity_ProbeVolumeSizeInv);
}
#else
float3 bakeDiffuseLighting = float3(0.0, 0.0, 0.0);
#ifdef UNITY_LIGHTMAP_FULL_HDR
bool useRGBMLightmap = false;
float4 decodeInstructions = float4(0.0, 0.0, 0.0, 0.0); // Never used but needed for the interface since it supports gamma lightmaps
#else
bool useRGBMLightmap = true;
#if defined(UNITY_LIGHTMAP_RGBM_ENCODING)
float4 decodeInstructions = float4(34.493242, 2.2, 0.0, 0.0); // range^2.2 = 5^2.2, gamma = 2.2
#else
float4 decodeInstructions = float4(2.0, 2.2, 0.0, 0.0); // range = 2.0^2.2 = 4.59
#endif
#endif
#ifdef LIGHTMAP_ON
#ifdef DIRLIGHTMAP_COMBINED
bakeDiffuseLighting += SampleDirectionalLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap),
TEXTURE2D_PARAM(unity_LightmapInd, samplerunity_Lightmap),
uvStaticLightmap, unity_LightmapST, normalWS, useRGBMLightmap, decodeInstructions);
#else
bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_Lightmap, samplerunity_Lightmap), uvStaticLightmap, unity_LightmapST, useRGBMLightmap, decodeInstructions);
#endif
#endif
#ifdef DYNAMICLIGHTMAP_ON
#ifdef DIRLIGHTMAP_COMBINED
bakeDiffuseLighting += SampleDirectionalLightmap(TEXTURE2D_PARAM(unity_DynamicLightmap, samplerunity_DynamicLightmap),
TEXTURE2D_PARAM(unity_DynamicDirectionality, samplerunity_DynamicLightmap),
uvDynamicLightmap, unity_DynamicLightmapST, normalWS, false, decodeInstructions);
#else
bakeDiffuseLighting += SampleSingleLightmap(TEXTURE2D_PARAM(unity_DynamicLightmap, samplerunity_DynamicLightmap), uvDynamicLightmap, unity_DynamicLightmapST, false, decodeInstructions);
#endif
#endif
return bakeDiffuseLighting;
#endif
}
float4 SampleShadowMask(float3 positionRWS, float2 uvStaticLightmap) // normalWS not use for now
{
#if defined(LIGHTMAP_ON)
float2 uv = uvStaticLightmap * unity_LightmapST.xy + unity_LightmapST.zw;
float4 rawOcclusionMask = SAMPLE_TEXTURE2D(unity_ShadowMask, samplerunity_Lightmap, uv); // Reuse sampler from Lightmap
#else
float4 rawOcclusionMask;
if (unity_ProbeVolumeParams.x == 1.0)
{
rawOcclusionMask = SampleProbeOcclusion(TEXTURE3D_PARAM(unity_ProbeVolumeSH, samplerunity_ProbeVolumeSH), positionRWS, GetProbeVolumeWorldToObject(),
unity_ProbeVolumeParams.y, unity_ProbeVolumeParams.z, unity_ProbeVolumeMin, unity_ProbeVolumeSizeInv);
}
else
{
// Note: Default value when the feature is not enabled is float(1.0, 1.0, 1.0, 1.0) in C++
rawOcclusionMask = unity_ProbesOcclusion;
}
#endif
return rawOcclusionMask;
}
// Calculate velocity in Clip space [-1..1]
float2 CalculateVelocity(float4 positionCS, float4 previousPositionCS)
{
// This test on define is required to remove warning of divide by 0 when initializing empty struct
// TODO: Add forward opaque MRT case...
#if (SHADERPASS == SHADERPASS_VELOCITY)
// Encode velocity
positionCS.xy = positionCS.xy / positionCS.w;
previousPositionCS.xy = previousPositionCS.xy / previousPositionCS.w;
float2 velocity = (positionCS.xy - previousPositionCS.xy);
#if UNITY_UV_STARTS_AT_TOP
velocity.y = -velocity.y;
#endif
return velocity;
#else
return float2(0.0, 0.0);
#endif
}
// For builtinData we want to allow the user to overwrite default GI in the surface shader / shader graph.
// So we perform the following order of operation:
// 1. InitBuiltinData - Init bakeDiffuseLighting and backBakeDiffuseLighting
// 2. User can overwrite these value in the surface shader / shader graph
// 3. PostInitBuiltinData - Handle debug mode + allow the current lighting model to update the data with ModifyBakedDiffuseLighting
// This method initialize BuiltinData usual values and after update of builtinData by the caller must be follow by PostInitBuiltinData
void InitBuiltinData( float alpha, float3 normalWS, float3 backNormalWS, float3 positionRWS, float2 texCoord1, float2 texCoord2,
out BuiltinData builtinData)
{
ZERO_INITIALIZE(BuiltinData, builtinData);
builtinData.opacity = alpha;
// Sample lightmap/lightprobe/volume proxy
builtinData.bakeDiffuseLighting = SampleBakedGI(positionRWS, normalWS, texCoord1, texCoord2);
// We also sample the back lighting in case we have transmission. If not use this will be optimize out by the compiler
// For now simply recall the function with inverted normal, the compiler should be able to optimize the lightmap case to not resample the directional lightmap
// however it may not optimize the lightprobe case due to the proxy volume relying on dynamic if (to verify), not a problem for SH9, but a problem for proxy volume.
// TODO: optimize more this code.
builtinData.backBakeDiffuseLighting = SampleBakedGI(positionRWS, backNormalWS, texCoord1, texCoord2);
#ifdef SHADOWS_SHADOWMASK
float4 shadowMask = SampleShadowMask(positionRWS, texCoord1);
builtinData.shadowMask0 = shadowMask.x;
builtinData.shadowMask1 = shadowMask.y;
builtinData.shadowMask2 = shadowMask.z;
builtinData.shadowMask3 = shadowMask.w;
#endif
// Use uniform directly - The float need to be cast to uint (as unity don't support to set a uint as uniform)
builtinData.renderingLayers = _EnableLightLayers ? asuint(unity_RenderingLayer.x) : DEFAULT_LIGHT_LAYERS;
}
// InitBuiltinData must be call before calling PostInitBuiltinData
void PostInitBuiltinData( float3 V, PositionInputs posInput, SurfaceData surfaceData,
inout BuiltinData builtinData)
{
#ifdef DEBUG_DISPLAY
if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER)
{
// The lighting in SH or lightmap is assume to contain bounced light only (i.e no direct lighting),
// and is divide by PI (i.e Lambert is apply), so multiply by PI here to get back the illuminance
builtinData.bakeDiffuseLighting *= PI; // don't take into account backBakeDiffuseLighting
}
else
#endif
{
// Apply control from the indirect lighting volume settings - This is apply here so we don't affect emissive
// color in case of lit deferred for example and avoid material to have to deal with it
builtinData.bakeDiffuseLighting *= _IndirectLightingMultiplier.x;
builtinData.backBakeDiffuseLighting *= _IndirectLightingMultiplier.x;
#ifdef MODIFY_BAKED_DIFFUSE_LIGHTING
ModifyBakedDiffuseLighting(V, posInput, surfaceData, builtinData);
#endif
}
}

9
com.unity.render-pipelines.high-definition/HDRP/Material/BuiltinUtilities.hlsl.meta


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